major fun - the awards
The MAJOR FUN Awards: September 2005

 

The MAJOR FUN Awards

Games that Make you Laugh

Wildwords cont'd

As I'm sure you remember, the word tile game Wildwords received a Major FUN award back in March, 2004.

The designer/manufacturer emailed me recently, in the hopes that we could figure out some mutually rewarding connection that would result in getting this wonderfully brain-tickling game to more people. Given my financial acumen and keen marketing sense, I had no idea at all how we could mutualize anything, reward-wise. The only thing that came to mind was writing a semi-altruistic story about the game. That way, he'd have a few more sales, and, well, I'd get the gratification of knowing that I had contributed to the success of something I believed in. And so it goes. And so do I.

So I went back to his website and found a blow-by-blow description of a game of Wildwords as played between Bush and Kerry. OK, so maybe it wasn't really played by Bush and Kerry. But it gives you a great feel for the game, and the wonderfulness therefrom awaiting you.

Another welcome surprise was this free online version for PC-users, and, for those who seek immediate gratification, this "very tough Java WildWords puzzle."

There's a lot more on the website. And a whole lot more if you buy the game. There's even a Special Offer - free shipping and a dollar off (until Oct. 16) just for you and yours. And no, I don't make a dime off of it (not enough dimes to share). But I do get the satisfaction of knowing that I played a role in making this significantly fun game a little more affordable.

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Sitting Ducks Gallery

Sitting Ducks Gallery - it's like a carnival game. You know, the one where you shoot ducks. Plastic ducks. Floating in a row. Very much like that. Except there's no gun. And the ducks are printed on cards. And they don't move unless you move them yourself. Which, depending on what card you pick, you sometimes get to do. Other than those minor changes, it's really exactly like a shooting at those floating ducks in a carnival game. Except you're shooting at each other's ducks. And they're not exactly floating.

Playroom Entertainment's "Sitting Ducks Gallery" is at least as fun as the "real thing," and a lot funnier. A "quacky card game" by Keith Meyers, Sitting Ducks Gallery features two sets of cards, a set of 6 targets, and a folding board (the gallery). One set of cards (the deck with the yellow back) is full of ducks (six different colors - one for each player) and water (drawings thereof). The other deck (red-backed) is used to target and shoot and move the ducks, and to, well, duck, so to speak. Targeting is separate from shooting, naturally, which adds a definite strategic tang to the tension.

The game (for 3-6 players, ages 10 and older, with 20-30 minutes to devote to something significantly fun) is humorously illustrated and well-made. We loved the look and feel of the cards and were taken by the cleverness of the simulated shooting gallery. Each player selects a duck color. There are six ducks of each color. The remaining ducks are removed from play. There are 41 cards in the Duck Deck. The other 5 cards are water. The Duck Deck (I love saying that) is shuffled, stacked, and placed on the right side of the shooting gallery board. The top six cards from the DD are then placed on the board, one in each space. There are 52 cards in the Action Deck. Actions include things like: shoot and misfire, double barrel (targeting two adjacent ducks), bump left and right (moving the target marker), various cards that allow you to move the ducks, and two defensive cards: "duck and cover" and "bottoms up." Each player draws a hand of 3 cards. As the game progresses (depending on the action cards played), the ducks move off the board and back into the bottom of the deck - very much like the circulating ducks in a shooting gallery.

It's most definitely a competitive game. Basically, you're trying to shoot everyone else's ducks, hoping, in the mean time, to duck everyone else's shots. One of the things we appreciated most about the game was that even if all your ducks get shot, you still get to stay in the game, shooting merrily away at your opponents until only one player has any ducks left.

Despite all the different kinds of Action Cards, game play continues to be elegant, enjoyable, and essentially ducky. It is easy to learn, and remains fun to the very end. Major FUN.

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Castle Keep - a Keeper

Castle Keep is a tile placement game of luck, strategy and significant fun, for 2 to 4 players, ages 8 and up.

There are 90 cardboard tiles (thick, colorful). There are three different kinds of tiles (corner pieces called "towers"), side pieces ("walls"), and central pieces ("keeps"). There are three different shapes of corner and side pieces (straight, zigzag and curvy), and three different colors. You start with any four of them. Your goal: build a complete castle of 9 tiles, with all the outside, adjacent tiles of the same color or shape, and a "keep" whose color matches any tile in the castle. Your other goal: destroy your opponent's castle. Accomplish either, and you win the game.

OK, so destroying an opponent's castle is a little harder than building your own. Well, it should be. You have to have a wall or corner tile that exactly matches (color and shape), and two Keep tiles of the same color as your opponent's Keep.

You might want to be careful about building a castle whose walls are both the same color and shape as their towers. Granted, it's a lot prettier. But there's a price for beauty: if one piece gets attacked, and adjacent pieces are the same color and shape, they are also, well, shall we say "obliterated?"

The two-player version is just different enough (you only build one castle, and try to be the player to complete it) to make it, well, different - different enough to make you have to find a different strategy in order to win. Which makes it like having two different games. And then there's a solitaire version. And then there are variations.

Designed by Richard D. Reece, Castle Keep has just enough strategic elements to entice the serious game player, just enough luck to keep everyone, adults and kids, from getting too serious to know when they're having fun, and is just long enough (around 20 minutes) to keep people deeply and happily engaged.

A definite keeper of Major FUN proportions.

A claimer (I was going to day "disclaimer," but it seemed too negative): rumors have it that Gamewright, the manufacturer of this certifiably Major FUN Award-Winning game, has contracted with Major FUN, him- (and my-) self, to produce a new card game actually designed by the aforementioned. Though these rumors are rumored to be true, this exceptionally good news for all fun kind has in no way impacted the impartiality and integrity of this reviewer. Castle Keep is a game worth keeping, no matter who manufactures it. And that's the troof.

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